Design Forum
DUNGEONS AND PRISONS
    o r
A "No-tears" formula for getting rid of high-level characters.
Mark S. Day


 
Dragon - - - Dragon 23

Now why would anyone in his/her right mind dig a dungeon in the
first place? The answer is that they probably wouldn’t, but this is a game,
so we’ll ignore that. They would use it mostly as a secure prison for
political enemies and other flotsam and jetsam of the criminal world.
While the dungeon and its castle may have decayed somewhat over
years of disuse, there are often places even under castles in the 20th
century where someone could be sealed and forgotten.

Bearing this in mind, dungeons in D&D should have at least a few
areas that resemble cells, both to catch unwary adventurers (steel doors
that latch solidly when they close, and the key is that pile of rust on the
table 20’ away) and to hold high-level characters, removing them from
the campaign at least for a reasonably long time. This system has two
advantages: First, you don’t have the sort of emotional trauma that
occurs when a high-level character bites the dust for the last time, since it
is always possible for some intrepid band to go and attempt to free the
now-helpless superman; and second, the cries of “Unfair” do not ring
so often as when you attempt to polish off adventurers with Acts of
Gods, exploding dungeons, and a couple of other things I have seen
frantic DMs use. Of course, it’s best if you simply don’t let characters
become super-characters in the first place, but it seems that every campaign, no matter how tough, winds up with at least one of these
“Dungeon-busters.” Play then tends to become a rather boring cycle of
bigger, nastier monsters, which are killed off by the character and his
party, gaining him more experience, making him more powerful, which
necessitates even bigger and nastier monsters, and on and on. So, to get
rid of these thugs with a minimum of violence, arrange for the character
to somehow meet up with a very powerful person on your lower levels
(it helps here if your dungeon has an active caretaker.) In some manner,
the super-character has offended this person and is put in a permanent
holding cell. Often, just to be chivalrous, the ruler of my dungeon offers
the character a chance to escape by defeating his champion in single
combat —though of course there’s no guarantee that he will honor his
end of the deal if the super-character does win —evil snicker.

Do make certain that the cell is escape-proof for the character concerned.
Don’t overlook such escape possibilities as teleportation,
ethereal movement, astral projection, etc. For example, my brother’s
wizard Elrohir required a cubical 200 feet below the lowest dungeon
level, sealed with five layers of true lead to prevent teleportation and
mental communication, and reachable only by a shaft two inches wide
and with liberal quantities of true lead around and above, through
which canisters of food drop and air is blown. The shaft through which
he was brought into the cell has since been blocked with around twenty
tons of granite interspersed with thick sheets of lead. Such a prison is a
far better way of imprisoning a character than even killing him, since
such a character typically surrounds himself with patriarchs to bring him
back to life.

Good luck to all the fiendish DMs out there — may the masonry in
your dungeon never crumble.